Professional Documents
Culture Documents
Jeff Rients - Miscellaneum of Cinder
Jeff Rients - Miscellaneum of Cinder
Miscellaneum
of
Cinder
Table of Contents
-Rolling dice on this table probably won't help much.3. A BRIEF WORD FROM THE AUTHOR
4. MONSTER MUTATIONS
5. SIX SAGES
6. SAGE ADVENTURE SEEDS
7. DUNGEON MOTIVATIONS
8. TREASURE MAP DESTINATIONS
9. SAINTS OF LAW
10. GODS OF NEUTRALITY
11. FROGGISH DEMON-GOD WEIRDOES OF CHAOS
12. PEOPLE TO MEET
13. CAROUSING!
15. THE LIVING DUNGEON
16. 100 CHILLING CHAMBERS
19. HUMANOID POLITICS
20. ORCISH MOODINESS
21. WHAT ARE THE GOBLINS UP TO?
22. BEYOND THE GOBLIN DOOR
23. DEADLY GASES & STRANGE VAPORS
24. DUNGEON ESCAPES
26. MINOR MAGIC ITEMS
27. LOOT STORAGE ALTERNATIVES
28. A WHOLE BUNCH OF PREGEN TREASURE TYPES
36. OTHER SOURCES OF RANDOM STUFF
Jeff Rients
Monster Mutations
Six Sages
1. Uuthak the Obscure
neutral evil male human
Str 15, Dex 15, Con 11, Int 18, Wis 18, Cha 6
Major Field of Study: Supernatural & Unusual (Specialties: Astrology &
Numerology, Cryptography)
Minor Fields: Fauna, Demi-Humankind
MU Spells Known: Read Magic, Detect Invisible, Levitate, Mirror Image,
Phantasmal Forces, Dispel Magic, Fly, Hold Person, Dimension Door,
Polymorph Self, Wall of Fire
Personality: Suspicious, Overbearing
2. Master Grachio
neutral male human
Str 9, Dex 14, Con 12, Int 15, Wis 18, Cha 8
Major Field of Study: Humankind (Specialties: Biology, Laws & Customs)
Minor Fields: Demi-Humankind, Fauna
Cleric Spells Known: Protection from Evil, Know Alignment, Silence 15'
Radius, Animate Dead, Cure Disease, Locate Object, Speak with Plants,
Flame Strike, Animate Objects, Heal
Personality: Obsessive, Avaricious
3. Jessanine the All-Knowing
lawful neutral female human
Str 9, Dex 9, Con 10, Int 18, Wis 15, Cha 12
Major Field of Study: Fauna (Specialties: Crustaceans & Mollusks, Avians,
Reptiles)
Minor Field: Flora
Druid Spells Known: Faerie Fire, Find Traps, Resist Fire, Silence 15'
Radius, Dispel Magic, Locate Object
Personality: Active of Intellect, Foolhardy
4. Rembo the Denier
neutral male human
Str 14, Dex 11, Con 11, Int 16, Wis 16, Cha 5
Major Field of Study: Demi-Humankind (Languages, Laws & Customs,
Demography, Sociology)
Minor Field: Supernatural & Unusual
Cleric Spells Known: Detect Magic, Hold Person, Silence 15' R., Snake
Charm, Cure Disease, Prot. for Evil 10' R.
Personality: Contrary, Rude
What's my motivation?
For when THAT GUY tries to derail the session by refusing to go into the
damn dungeon.
-Roll a d121. PC is obsessed with proving the existence of the Hollow World.
2. PC quests to retrieve bones of famous adventuring ancestor and re-inter
them in family tomb.
3. PC has terrible but enticing dreams of sitting on the throne of a vast
underworld kingdom.
4. PC owes d6 x 10,000gp to Jabba the Hutt.
5. PC seeks vengeance against the Troll King.
6. Family member of PC afflicted with disease that can only be cured with
the waters from a sacred subterranean spring.
7. PC haunted by visions of a beautiful witch/drow/princess/goth chick
living on an island at the center of a vast underground lake.
8. PC seeks one segment of the Rod of Seven Parts. Must obtain all seven
to save homeland from foretold doom.
9. Evil duplicate of PC (twin? simulacrum? clone?) has fled into the
dungeon. One or the other must die before both go mad.
10. PC's true love has been trapped in amber and is on display in the
trophy room of Lord Utterdark.
11. PC's parents imprisoned. Corrupt official will release them in exchange
for the Star Ruby of Umman-Gorash.
12. PC quests for legendary sword (fighter), archmage's spellbook (MU),
holy relic (cleric), etc.
Want a boatload more random dungeon motivations? Paul Vermeren and
Bret Woods expanded this table to 100 entries! Awesome! You can check it
out by following this URL:
http://tinyurl.com/c7hhx2
7
A Dozen Saints
The Church of the Great Gold Dragon has many,
many saints. Those listed below represent the
sainted figures most likely to be called upon by
adventurers. Commonly associated oaths are in
parenthesis
1. ST. ARGRAVUS Patron saint of half-breeds, technology and witchhunters. (By the blessed bastards of Argravus!)
2. ST. BELLA of ANGRIA Protector of travellers to far and unknown places.
(By Bella's holy knickers!)
3. ST. BERTRAND of CUTH Patron saint of smashing evil. (By Bertrand's
bloody bludgeon!)
4. ST. CARMICHAEL Carmichaels status as a saint is sometimes cast in
doubt by reports that he yet lives, continuing his crusades in the frozen
north. Patron saint of flying creatures, merchants and criminals, particularly
bandits and pickpockets. (Carmichael's crapping crows!)
5. ST. DOLMVAY Patron saint of wanderers, seekers after enlightenment
and hounds. Children born with a caul, a full head of hair or teeth are often
dedicated to him. (Demon dogs of Dolmvay!)
6. ST. GAXYG Called 'the Grey'. Patron saint of wizards and wielders of
polearms. (By the Grey One's beard! and By Gaxyg's gleaming glaiveguisarme!)
7. ST. JACOB of KURTZBERG Sometimes called the King of Saints or just
the King. Patron saint of life in opposition to oppression. (By the King's
stinking stogy!)
8. ST. MAKISTAKTOR Protector of cities. Patron saint of tamers of the
wilderness and arbiters of the law. (By Saint Mak's gore-stained gavel!)
9. ST. REUEL Patron saint of song, scholarship, and trees. (By Reuel's
blessed quill! and By Reuel's accursed pipe!)
10. ST. ROBARD Patron saint of pugilists, sailors, and taverns. (By
Robard's righteous fist! and By Robard's golden tankard!)
11. ST. THEOBALD Also called 'Grandpa'. Patron saint of seekers after
knowledge and warriors dedicated to the defeat of the Toad Gods and other
demons. (By Grandpa Theobald's third eye!)
12. ST. VEKNA Patron saint of torturers, headsmen, pillagers and
necromancers. The events leading to his canonization are obscure. (By
Vekna's severed head!)
9
http://tinyurl.com/12gods
10
11
People to Meet
1. CAVE MEN (2d6) Attempting to recover their stolen idol.
2. DWARFS (d12) Part of a larger band in the area hunting down some
orcs for sport.
3. ENGINEER Ply him with drink and hell be eager to discuss the relative
strengths and merits of the defenses of several castles and fortified towns.
4. GONG FARMER Just the other day found a mysterious amulet while
cleaning a latrine.
5. GRAVE DIGGER Knows the location of a ghoul-infested cemetery.
6. HARLOTS (d6) Competitive rates and great customer service.
7. HEADSMAN & APPRENTICE Journeying to execute a special prisoner.
8. HERB WITCH May sell the party healing poultices (d4-1 healing, 10gp
each, d6 for sale) or may polymorph someone into a toad.
9. HOLY ROLLER Can cure serious wounds 1/day but recipient must
publicly profess his faith and reject other creeds.
10. KNIGHT ERRANT Seeks an opponent to joust and/or a way to score
some easy loot.
11. MANLY MEN (2d6) Lumberjacks, sailors, etc. A good reaction
indicates jolly beer buddies, while a poor one leads to a brawl.
12. MERCENARIES (2d6) En route to start a new contract with an
ambitious and aggressive lord.
13. MINSTRELS (d6) Each one knows one tale of treasure or item of
news, but will expect at least 1d6x10gp per piece of information.
14. MYSTERIOUS STRANGER Treasure map for sale, only 1d6x100gp. 1 in
6 chance its actually legit.
15. PEDDLER If shown kindness he will share a shortcut to a destination
important to the party.
16. PILGRIMS (2d6) Travelling to a local shrine.
17. POACHER Knows the area to search for a nearby howlbear lair.
18. PROSPECTOR Suspects a certain cave gives access to a silver vein.
19. RIVAL ADVENTURERS (d6 + d6 hirelings) Will ply party for leads,
then sneak off to beat the PCs to the treasure and glory.
20. WITCH FINDERS (d6) Following up rumors of a secret coven
kidnapping children.
12
Carousing
Under these rules once per session a PC may spend d6 x 100gp on ale and
wenches, gaining experience points equal to the amount spent. In a large
city the debauchery is much more efficient, doubling or perhaps even
trebling the gold and XP. Thieves who are members of the local guild may
add +2 to the roll, while their friends may add +1. Being mobbed up gets
you access to the best lotus powder & etc. Rolling a gold/xp amount
greater than the carouser's cash on hand results in the poor wretch owing
money to various unsavory characters. Unless the PC can borrow the
difference from a party member. In some campaigns that might not be a
better situation for the deadbeat PC.
In all cases carousers must save versus poison to avoid overindulgence in their vices. Failure indicates the need to roll on the
table below.
1. Make a fool of yourself in public. Gain no XP. Roll Charisma check or gain
reputation in this town as a drunken lout.
2. Involved in random brawl. Roll Strength check or start adventure d3 hit
points short.
3. Minor misunderstanding with local authorities. Roll Charisma check.
Success indicates a fine of 2d6 x 25gp. Failure or (inability to pay fine)
indicates d6 days in the pokey.
4. Romantic entanglement. Roll Wisdom check to avoid nuptials. Otherwise
1-3 scorned lover, 4-6 angered parents.
5. Gambling losses. Roll the dice as if you caroused again to see how much
you lose. (No additional XP for the second carousing roll.)
6. Gain local reputation as the life of a party. Unless a Charisma check is
failed, all future carousing in this burg costs double due to barflies and
other parasites.
7. Insult local person of rank. A successful Charisma check indicates the
personage is amenable to some sort of apology and reparations.
8. You couldnt really see the rash in the candlelight. Roll Constitution check
to avoid venereal disease.
9. New tattoo. 1-3) its actually pretty cool 4) its lame 5) it could have
been badass, but something is goofed up or misspelled 6) it says something
insulting, crude or stupid in an unknown language.
10. Beaten and robbed. Lose all your personal effects and reduced to half
hit points.
11. Gambling binge. Lose all your gold, gems, jewelry. Roll Wisdom check
for each magic item in your possession. Failure indicates its gone.
12. Hangover from hell. First day of adventuring is at -2 to-hit and saves.
Casters must roll Int check with each spell to avoid mishap.
13
14
Roll a d20 between sessions to give your players something to think about.
1. NEW MONSTER IN TOWN Pick a random level, roll a wandering
monster, select an empty room as its new lair.
2. I COLLECT MOLDS, SPORES AND FUNGUSES Add d6 colonies of green
slime, yellow mold, or shriekers to a random level.
3. MYSTERIOUS MIGRATING MASONRY A prominent dungeon feature
such as a statue or archway is now found in a new location.
4. STRANGE BEDFELLOWS A lone monster now has a friend: a succubus
takes a minotaur lover, a troll as ochre jelly dripping out its nose, an otyugh
moves into another monster's latrine, etc.
5. PARTIAL CEILING COLLAPSE Either a room or d6 x 10 feet of corridor
collapses on a random level.
6. PARTIAL FLOOR COLLAPSE The floor gives way in a room or corridor of
a random level, forming a natural chute to the level below.
7. PARTIAL WALL COLLAPSE On a random level a section of 'pencil thin'
wall collapses. If no such walls exist on the level indicated, add a
previously unknown chamber or a whole new dungeon section.
8. FLOODING Water leaks into a room or corridor in a random level.
9. LAVA Every dungeon could use more lava.
10. TUNNELING TROUBLEMAKERS An amber hulk or purple wyrm adds
2d12 x 10 feet of meandering tunnels to a random level. 50% chance of d6
roundish chambers, 50% chance of connecting to another level.
11. THOSE DARN KOBOLDS Add d6 new simple traps to a random level.
12. SO TOUGH THE TROLLS MOVED OUT A random monster or monster
group leaves their current lair, either moving to a new level or out of the
dungeon entirely.
13. KILROY WAS HERE Add graffiti to a random level. Randomly select
language. 1 in 6 chance the graffiti contains useful information.
14. FINDER'S KEEPERS An NPC party has successfully looted d6 rooms on
a random level.
15. THE DOOR IS A JAR A door on a random level is actually open! 10%
chance its a secret door.
16. SQUIRMIN' VERMIN Add d6 groups of (normal or giant) rats, spiders,
snakes, bats, lizards, beetles, etc. scattered about random levels.
17. HUNKERED IN THE BUNKER Some monster or monster group is sick
of PC incursions and seriously beefs up security.
18. HOPE YOU BROUGHT A CANARY A cloud of poisonous gas billows up
from some lower level to occupy a random room or corridor. 2 in 6 chance
it's invisible to the naked eye. 2 in 6 chance its odorless.
19. SHOULD'VE BURNT THE BODIES One monster (or d6 members of a
monster group) killed on a previous expedition are now vengeful undead.
20. GOBLIN DOOR A new goblin door can be found on a random level.
Determine its destination or roll randomly on the Goblin Door chart.
15
43.
44.
45.
46.
47.
48.
49.
50.
51.
52.
53.
54.
55.
56.
57.
58.
59.
60.
61.
62.
63.
64.
65.
66.
67.
68.
69.
70.
71.
72.
73.
74.
75.
76.
77.
78.
79.
80.
81.
82.
83.
84.
85.
86.
87.
88.
89.
90.
91.
92.
93.
94.
95.
96.
97.
98.
99.
00.
18
Humanoid Politics
-Roll a d20 whenever you want the humanoids to act up.1. ORC ON ORC VIOLENCE Two tribes are fighting in the hallways.
2. HOBGOBLISH PRESS GANGS The militaristic gits are conscripting lesser
humanoids for yet another war upon the surface world.
3. COUNCIL OF SHAMEN The tribal spellcasters are getting together in
neutral territory to discuss issues that effect them all and to bitch about the
stupid chiefs.
4. FEY PEACE TREATY The Fairy Queen had negotiated a local ceasefire
between the goblins and the elves. Will the party break the peace or exploit
it?
5. PIT TOURNEY Each tribe sends a champion to compete gladiator-style
for honor and glory.
6. ESCAPED SLAVES A gnoll search party seeks runaway kobolds.
7. UNDERWORLD TOUR 09 A band of goblin minstrels is making the
rounds.
8. WATER RIGHTS Two tribes are fighting over control of a well, pool, etc.
9. TRADERS FROM ABOVE Human smugglers are selling arms, armor and
booze to all factions. Everyone is drunk and itching to stick something with
their shiny new spears.
10. CRISIS OF SUCCESSION A chief has died without a clear heir to the
throne.
11. I THINK THIS WAS A PLAY An orc amazon ran off with a goblish
prince and both tribes are looking for them.
12. KOBOLD POX Disease is rampant among one tribe and theyre
blaming it on members of another, weaker species.
13. PARANOIA A doppelganger or other shapeshifter has infiltrated a tribe
and they know it.
14. SEEKERS OF TRUTH A small band of humanoids has been dispatched
to find a lost underground oracle.
15. USURPER A tribe has recently been taken over by an outsider and no
one is happy.
16. HOT POTATO No one knows who originally stole that big egg but
mama is looking for her baby and everyone is trying to sneak it into
someone elses lair.
19
Orcish Moodiness
1. PARANOID Convinced that the PCs are agents of a rival orc tribe.
2. GREEDY Easily bribed with gold or gems. No silver or jewelry.
3. LECHEROUS Will attempt to rent or purchase any female characters in
the party. If PCs explain the females are not property then the orcs will
resort to lewd propositions instead.
4. BOASTFUL The party can avoid a fight just by listening to some wildly
exaggerated war stories for d6 turns.
5. LUST CRAZED Will attempt to carry off any females encountered.
6. BERSERK - +2 to-hit and morale, no opportunity to negotiate.
7. LAZY Don't really want a fight and won't sound the alarm if the party
will just go away.
8. SPOOKED Use of magic, the presence of undead or general weirdness
will force an immediate morale check.
9. BORED Spin them a tale, sing them a song or do a little magic trick
and they'll be putty in your hands.
10. GLUTTONOUS Orc needs food badly!
11. DESPARATE The tribute to some evil overlord is overdue and the crap
is about to hit the fan. Will do darn near anything to score some treasure.
12. INTOXICATED Whether it's the I love you man! stage or the
brawling stage depends upon the reaction roll.
20
http://tinyurl.com/qow4xq
21
23
Dungeon Escapes
Use these rules if the PCs end the session in your megadungeon and your a
big enough jerk to punish them for it.
The basic roll to escape the dungeon is 50%, corresponding to situations
where the character level matches the dungeon level. Each levels difference
alters the chances by 10%. So a fourth level character on the third level of
the dungeon has a 60% chance of getting out unscathed, while a first level
PC on level 3 only has a 30% chance of making it. A roll of '01' always
succeeds and '00' always fails. A character with a greater than 100%
chance to survive can share the love with lesser compadres, lowering their
own chances to 100% and distributing the extra points as they see fit. Fly,
you fools!
1. You lucky dog! You manage to somehow escape the dark forces of the
dungeon. You return to civilization, naked and half-delirious.
2. Waitaminute, Leftys not right handed! Situation appears to be #1, but
youve been replaced by a shapeshifting badguy.
3. Maimed. You escape but suffer the effects of a random critical hit. Also,
50% of your stuff is gone, randomly determined.
4. Alas, you are no more. If any comrades escape they are able to bring
your remains and your stuff back to civilization.
5. Pining for the fjords. If any comrades escape they are able to bring your
remains back to civilization, but your stuff is lost.
6. Dead as a doornail. The general location of your body is known to any
surviving comrades.
7. Your stuff has become part of a dragons hoard and your body part of a
dragons supper.
8. That is an ex-character. The location of your body is unknown to all.
9. Bought the farm. Your body and possessions irretrievable due to dragon
fire, ooze acid, disintegrator beam, etc.
10. Also dead. Your body is irretrievable due to dragon fire, ooze acid,
disintegrator beam, etc. but your stuff is still around for some other jerk to
nab at a later date.
24
11. Held for ransom by seedy humans. A member of the Thieves Guild can
arrange release for 1,000gp per character level. 1 in 6 chance the money
disappears.
12. Captured by monsters. Escaping comrades know the level you were
captured on and the type of monster holding you captive.
13. Captured by monsters. Escaping comrades know the level you were
captured on, but not the type of monster involved.
14. Captured by monsters. Escaping comrades know the type of monster
involved, but not what level to search.
15. Captured by monsters. Unseen monsters spirit you away to an unknown
location.
16. A fate worse than death. Drafted into the ranks of the monsters. Roll
d6: 1-2 undead, 3 lycanthrope, 4 charmed, 5 polymorphed, 6 other.
17. You and your stuff are sacrificed to the loathsome Frog Gods in order to
gate in d6 Croaking Demons that are added to the dungeon key.
18. A gorgon or somesuch has petrified you. Escaping characters know
what level to search for your statue.
19. Lost in the dungeon. GM sets your location each session. Re-enter play
if the party finds you.
20. Opportunity for betrayal. Pick one other character who got away safe.
Roll 1d6, 1-4) he takes your place and has to roll on this chart while you
escape, 5-6) you both suffer the fate rolled by your victim.
Anyone who is captured gets one chance to escape on their own power. The
base chance is 1 in 6, increased to 2 in 6 if their character level is higher
than the dungeon level of their prison. Treat successful escapes as result 1
on the chart above. If more than one PC is trying to escape, all escape rolls
are at 2 in 6 (3 in 6 for higher level characters). If you dont escape you
must be rescued or maybe ransomed. For each session of play that you
languish in captivity or wander lost theres a 1 in 6 chance of some worse
fate befalling you. In that case, roll again on the chart above.
If you dungeons feature visits by NPC parties, consider rolling a few times
on this chart to pre-victimize a few poor schlubs.
25
26
-Roll a d201. IRON FROG Hinged mouth gives access to the goodies.
2. REED BASKET(S) 1 in 6 chance also contains dirty laundry.
3. GRECIAN AMPHORA 2 in 6 chance decorated with lewd scenes.
4. OLD WINE BARREL They probably drank the wine first unless the
treasure is small and waterproof.
5. MALODOROUS COFFIN 2 in 6 chance contains a skeleton wearing a
Dracula cape in addition to the gold.
6. WOODEN CRATE(S) Packed neatly in straw. Maybe the monsters were
getting ready to move?
7. WHEELBARROW How thoughtful!
8. BUCKET(S) Take your pick of rusty or wooden.
9. STUFFED IN MATTRESS 4 in 6 chance for bedbugs.
10. FAKE MIMIC Standard chest with carved eyes (shut as if asleep) and
fangs where the lid and box meet.
11. UNDER THE DUNGHEAP Hopefully in a bag or something.
12. CAULDRON WITH LID Surely no one would trap a cooking pot, right?
13. PAINTED BOX Hieroglyphics declare a curse upon robbers. Probably
hooey. Probably.
14. NEATLY ARRANGED ON SHELVES IN CLOSET Closet door undoubtedly
locked.
15. GRINNING SKULL CHEST Standard chest with decorative skull
latch/lock.
16. PILED HIGH ON TABLE The PCs barged in on poker night.
17. GIANT PLASTIC EASTER EGG(S) Pulls apart into two halves.
18. IN A POOL OF WATER 2 in 6 chance of piranha, electric eels, etc.
19. LARGE PIGGY BANK Must be broken to get the loot.
20. INTRICATE PUZZLE BOX Give the players a Rubiks Cube and make
em solve it to get the loot. I dare you.
27
16.
17.
18.
19.
20.
1,000sp
4,000cp, 4000sp
1,000cp
2,000cp
1,000cp
35
Abulafia, http://tinyurl.com/abulafia
Toolbox, various authors, AEG (a d20 product, but don't let that
scare you off!)
36